Nice thread and a great idea for a post.
I started writing the following as a response to a question in the Blizzard contest submissions thread, but as it grew, I thought this would be a better place to post it. Some of this has been mentioned, but is worth repeating.
Don’t bite off more than you can chew
If you have never made a map before, start with a small mod. Everything you want to do will take 3 times longer then you expect, especially if you don’t know the editor. If you have made a map before and have a deadline, such as a contest, start with a small mod. Everything will still take 3 times longer then you expect. Plan accordingly.
Get core mechanics working early
Get the ‘game’ parts of the map working sooner rather than later. Nobody is going to care if you have the most beautiful terrain on battle.net if your map is buggy or not fun. Get a fun, working map, and then make it pretty.
Take notes of issues and ideas while playing/testing
If you notice something you need to fix or adjust in your map while you are playing it, write it down when you see it, so you don’t forget to fix it.
Use a test map
If you need to test or experiment with a concept, it’s sometimes quicker to create a new map to play around with the idea there rather than try and force it into your existing map. Not only can it save on load time for testing, but you can test it without all the clutter of the rest of your map getting in the way.
Save often
Save your work often, especially after completing a major feature. Save iterations of your map as different versions, so if you need to go back to an old version, you can.
Beta testers
There are right and wrong ways to test. Before you let someone beta test your map you should 1) get your core mechanics working the way you want them to, 2) fix the known bugs, 3) let a beta tester know what needs testing and what not to worry about yet (ie: focus testing). If you don’t, you’ll get feedback on all kinds of things you haven’t worked on and burn out your beta testers at the same time.
Actively solicit and be open to constructive criticism from your testers. I’ve had many beta testers that didn’t feel comfortable saying something bad about a map, so I’ve had to start always asking questions like what thing or things did you like the least about the map, or what would you change? Getting praise is much easier then getting criticism, but constructive criticism is MUCH more useful. At the same time, don’t let criticism bother you. Embrace it. You don’t have to agree with it, but at least consider what other people think.
Finally, before you release, have a tester who has never seen the map try it. Getting a fresh perspective can really help find little things that you may have taken for granted.
Brainstorm with another person
Any idea can be made better, even yours. Just because you had the idea, doesn’t mean that other people can’t improve on it or add other/better thoughts. Listen to other people’s ideas and share your own with them. Even if you don’t use their ideas as presented, sometimes the core of the concept can be made to work. Of course, you don’t have to take every idea presented, but that’s what brainstorming is about.
Schedule your time and don’t forget to take breaks
Sometimes, I find myself staring at my map and not getting anything done. If this happens, take a break. You can either work on a different part of the map, such as terrain, or get up and take the dog for a walk or watch a TV show. A 10 to 30 minute break can do wonders when things come to a standstill, just don’t forget to get back to the map.
Create cheats
Cheats didn’t start out being cheats. They were/are debugging tools used to making testing easier. Create ways to quickly go in a test certain areas of your map, such as quick ways to level up, skip to certain areas or levels, pause enemy units or display debug messages. They will save a lot of time.
Load screens and presentation
Your load screen and map images form a player’s first impression of your work. I don’t need to tell you how important these first impressions are. I realize that many map developers aren’t artists, but that doesn’t make it ok to just throw a bunch of text on the screen and call it a day. You are putting a front on all that work you just finished putting into your level; it’s your call on how you want to present it.
@EternalWraith: Go
Nice thread and a great idea for a post. I started writing the following as a response to a question in the Blizzard contest submissions thread, but as it grew, I thought this would be a better place to post it. Some of this has been mentioned, but is worth repeating.
Don’t bite off more than you can chew
If you have never made a map before, start with a small mod. Everything you want to do will take 3 times longer then you expect, especially if you don’t know the editor. If you have made a map before and have a deadline, such as a contest, start with a small mod. Everything will still take 3 times longer then you expect. Plan accordingly.
Get core mechanics working early
Get the ‘game’ parts of the map working sooner rather than later. Nobody is going to care if you have the most beautiful terrain on battle.net if your map is buggy or not fun. Get a fun, working map, and then make it pretty.
Take notes of issues and ideas while playing/testing
If you notice something you need to fix or adjust in your map while you are playing it, write it down when you see it, so you don’t forget to fix it.
Use a test map
If you need to test or experiment with a concept, it’s sometimes quicker to create a new map to play around with the idea there rather than try and force it into your existing map. Not only can it save on load time for testing, but you can test it without all the clutter of the rest of your map getting in the way.
Save often
Save your work often, especially after completing a major feature. Save iterations of your map as different versions, so if you need to go back to an old version, you can.
Beta testers
There are right and wrong ways to test. Before you let someone beta test your map you should 1) get your core mechanics working the way you want them to, 2) fix the known bugs, 3) let a beta tester know what needs testing and what not to worry about yet (ie: focus testing). If you don’t, you’ll get feedback on all kinds of things you haven’t worked on and burn out your beta testers at the same time.
Actively solicit and be open to constructive criticism from your testers. I’ve had many beta testers that didn’t feel comfortable saying something bad about a map, so I’ve had to start always asking questions like what thing or things did you like the least about the map, or what would you change? Getting praise is much easier then getting criticism, but constructive criticism is MUCH more useful. At the same time, don’t let criticism bother you. Embrace it. You don’t have to agree with it, but at least consider what other people think. Finally, before you release, have a tester who has never seen the map try it. Getting a fresh perspective can really help find little things that you may have taken for granted.
Brainstorm with another person
Any idea can be made better, even yours. Just because you had the idea, doesn’t mean that other people can’t improve on it or add other/better thoughts. Listen to other people’s ideas and share your own with them. Even if you don’t use their ideas as presented, sometimes the core of the concept can be made to work. Of course, you don’t have to take every idea presented, but that’s what brainstorming is about.
Schedule your time and don’t forget to take breaks
Sometimes, I find myself staring at my map and not getting anything done. If this happens, take a break. You can either work on a different part of the map, such as terrain, or get up and take the dog for a walk or watch a TV show. A 10 to 30 minute break can do wonders when things come to a standstill, just don’t forget to get back to the map.
Create cheats
Cheats didn’t start out being cheats. They were/are debugging tools used to making testing easier. Create ways to quickly go in a test certain areas of your map, such as quick ways to level up, skip to certain areas or levels, pause enemy units or display debug messages. They will save a lot of time.
Load screens and presentation
Your load screen and map images form a player’s first impression of your work. I don’t need to tell you how important these first impressions are. I realize that many map developers aren’t artists, but that doesn’t make it ok to just throw a bunch of text on the screen and call it a day. You are putting a front on all that work you just finished putting into your level; it’s your call on how you want to present it.